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The Return of the HealBot
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<blockquote data-quote="eprieur" data-source="post: 6039684" data-attributes="member: 81191"><p>Well the cure minor wound is situational and in theory very weak. Unless it allow to bring back someone to 1 HP in the middle of a combat? That would make it pretty useable if someone goes under.</p><p></p><p>One of the thing that you also have to consider is why would I do something else then cure light wound in my scenario. I mean pretty much all the level 1 spell suck completely. +1 AC for 1 minute? Wow I feel like a real hero now. For a daily maybe +1 ac for the whole day? I mean healing is 'permanent' meaning that if you heal the fighter from 5 hp to 15, he keep the hp after the fight. Where if you cast something like +1 atk for 1 minute, after 3 rounds it's over and your spell is gone. I mean those spells are barely worth being at-wills.</p><p></p><p>Spiritual Weapon for level 2 is the only spell that might be worth it if you feel the fight is going to take forever (Aid is just another heal basically and it's even worse since you don't even get to cast it in the fight).</p><p></p><p>I'm not saying it has to be like 4.0 but a level 1 cleric in 4.0 gets to use: Channel divinity * 1 (each fight), healing word * 2 (each fight, minor action), 1 encounter power that are somewhat meaningfull right now (fear, direct damage with power bonus, melee attack that heal, etc.), 1 daily that will do a pretty massive effect for a level 1 spell and if that's not enough you have 2 at-wills that are usefull. (To be fair in next 1 of the at-wills is replaced by your basic attack which has to be usefull (dex or str). The only good at will is lance of faith if you pick the laser cleric but you get screwed the rounds you want to heal since you can't cast 2 spells.</p><p></p><p>I played a cleric yesterday, did 2-3 cure minor wounds, my only level 1 spell cure light wounds and basic attack the rest of the time. Got to level 2, the only difference is I can cast cure light wounds twice now.</p></blockquote><p></p>
[QUOTE="eprieur, post: 6039684, member: 81191"] Well the cure minor wound is situational and in theory very weak. Unless it allow to bring back someone to 1 HP in the middle of a combat? That would make it pretty useable if someone goes under. One of the thing that you also have to consider is why would I do something else then cure light wound in my scenario. I mean pretty much all the level 1 spell suck completely. +1 AC for 1 minute? Wow I feel like a real hero now. For a daily maybe +1 ac for the whole day? I mean healing is 'permanent' meaning that if you heal the fighter from 5 hp to 15, he keep the hp after the fight. Where if you cast something like +1 atk for 1 minute, after 3 rounds it's over and your spell is gone. I mean those spells are barely worth being at-wills. Spiritual Weapon for level 2 is the only spell that might be worth it if you feel the fight is going to take forever (Aid is just another heal basically and it's even worse since you don't even get to cast it in the fight). I'm not saying it has to be like 4.0 but a level 1 cleric in 4.0 gets to use: Channel divinity * 1 (each fight), healing word * 2 (each fight, minor action), 1 encounter power that are somewhat meaningfull right now (fear, direct damage with power bonus, melee attack that heal, etc.), 1 daily that will do a pretty massive effect for a level 1 spell and if that's not enough you have 2 at-wills that are usefull. (To be fair in next 1 of the at-wills is replaced by your basic attack which has to be usefull (dex or str). The only good at will is lance of faith if you pick the laser cleric but you get screwed the rounds you want to heal since you can't cast 2 spells. I played a cleric yesterday, did 2-3 cure minor wounds, my only level 1 spell cure light wounds and basic attack the rest of the time. Got to level 2, the only difference is I can cast cure light wounds twice now. [/QUOTE]
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